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Joined 2 years ago
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Cake day: June 11th, 2023

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  • A complicated plugin ecosystem (e.g. Jenkins) makes for a terrible use experience. It’s annoying to configure a bunch of config files. Managing dependencies can be a complete nightmare. these problems also complicate your ci/cd.

    So I’ll offer a slightly different answer. I prefer a single file instead of splitting up the config. And I’ll use OpenTelemetry as an excellent example of why. the plugins are compiled right into the app binary. This offers a ton of advantages, including a great reason to merge all of your app configs in a single file.

    This really only works well if you have a good app though.




  • Well that’s an interesting take! What aspects are you opposed to?

    IANAL but I did read through the patents agreement that you linked. It basically says do whatever you want with Go as long as it different infringe on Google patents. Which is pretty much backed by US law anyways and I assume other countries as well. The sketchy part is that your license is revoked as soon as they file a lawsuit rather than win it. Honestly, I’d be surprised if Google ever used this in a legal dispute because there would be a huge community backlash.

    That also only applies to Go developers. You would only be a user for a tool written on Go. How does your using a tool written in Go translate to support for Google and its bad practices? Do you not use any software written in Go?

    Sorry if this is sounding argumentative! I’m generally a big fan of Go and definitely opposed to Google and using its products. This is a topic that I haven’t considered before so my questions represent my sincere curiosity.









  • Yes, unity costs money to develop and a fee is reasonable. But I think the are a few risks with this model.

    How do they track installations? Metrics from steam and other platforms? Connecting to a license server at install time? Or maybe at runtime? I don’t know the answers but they all seem to have implications for users regarding privacy and/or offline gaming.

    It’s also a variable fee to game developers. A single user can install a game on multiple devices despite buying the game once. Similarly, a game can be installed repeatedly over time. This is a financial risk to game development companies. I could see them mitigating this risk in several ways. First, they can pass the fee to the end user. So every install costs the user $0.20. Secondly, they can limit the number of installs per user. You want to install more than 5 times ever? Buy the game again! Thirdly, they could simply shut down the download service after a certain amount of time, making new installations impossible. None of this is good for a gamers.

    And what happens to games made by companies that shut down entirely? Today, games remain available through steam, etc. But with this new pricing model, Unity based games will continue to cost money over time. Who pays the bill after the company is gone? This reminds me of Worlds Adrift, a game that used a licensed library. When the developer company shutdown, they were unable to release their server source code because the third party couldn’t can’t send bills to the open source community. Thus, the servers were destroyed and running the client today (still vailable via steam!) just gives the user an error message about license issues or something. Users paid for a game that they are now unable to use.